Average party level

Trellian

Explorer
Ok, so two of my players can't make it tonight, but instead of cancelling I have decided to see if I can find a module in Dungeon to run my remaining two players through. So what is the average party level for two 10th level characters? I know that's technically 10, but I have to take into consideration that they are only 2. They are both quite combat-heavy (frenzied berserker and tempest), if that has anything to say.

Thanks.
 

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run them against CR 8s and 9s and see how it goes, but make sure you have them face more encounters since as fighters they can go longer.
 

Two 10th lvl PCs are theoretically supposed to be as effective as four 8th lvl ones. That doesn't usually work out as well in practice, since the smaller group has less actions occurring per round and also if one is immobilized or taken out of a fight in some way, that's immediately losing 50% of resources there.
 

So a Dungeon module appropriate for 8th level characters should prove fine, but maybe a little too challenging? I don't have time to make some of my own (since two guys just bailed on me)..

Is there any set formulae for this? I have been thinking of running a solo-campaign with my girlfriend.. so for 1 10th level PC.. that would be like.. level 6?
 

Solo...

Theoretically, 6th should work.

Practically, solo is dangerous, as a single failed save (against many sleep or paralysis effects, say) can mean a TPK. Making sure she has high stats would probably be a good idea.

(If you wrote your own adventures, I'd recommend to use many creatures who'd rather capture a helpless PC rather than killing her. If using Dungeon adventures, you can still keep as much in mind and have NPCs act accordingly when possible.)

Gestalt rules (UA) can help, too.
 

Yeah, I would probably use the "capture and escape" plot rule a lot if she misses a save or is brought unconscious or something. As she is not to experienced a role-player, I will probably start even lower.. maybe 5th.. as she doesn't really know how to take advantage of the rules as a more rules-savvy player would. Hopefully it will come with time.

Thanks for the help guys.
 

For a solo game then followers are the way to go - If she isnt a priest she needs one.
possibly a druid with animal.

I would try 7th lvl dungeons fro a solo 10th but without back up look for challanages that she cant overcome
 

Trellian said:
Yeah, I would probably use the "capture and escape" plot rule a lot if she misses a save or is brought unconscious or something. As she is not to experienced a role-player, I will probably start even lower.. maybe 5th.. as she doesn't really know how to take advantage of the rules as a more rules-savvy player would. Hopefully it will come with time.

Thanks for the help guys.
Why not provide her with an NPC follower/ally? Make the NPC a little weaker but use him to display mechanical options that she may not be aware of. For many new players (and frankly, for many old ones adapting to a new edition), however much you explain an option, it never has as much impact as seeing it in play.

Another advantage would be that the NPC ensures that her PC being knocked unconscious or held or something similar doesn't have to lead to "capture and escape", since that can be boring if it happens every time. If her PC goes down, she just runs the NPC till the end of the fight, and then goes back to her PC when revived.
 

A good idea.. the follower could also just be an one-shot NPC, of a type that is almost required for the adventure.. a ranger in wilderness adventures, a spellcaster if a certain spell is a bonus for the conclusion of the adventure, a cleric if undead is involved and so on.

I ran her frenzied berserker character through Fiendish Footprints (6th level) from a recent Dungeon, and I had no problems completing the adventure. I guess it all depends on the class type and the adventure, and for most Dungeon adventures, a fighter type is probably the easiest way to go.
 

IME, a solo character needs a very differente build than standard Party-members.
A lot of multiclassing reaaaally pays off in solo situations.

And running a module 4 to 5 levels lower than the solo ECL is fine.
(i.e. a 5-6th level character vs a 1st level module)
 

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